"A person is smart. People are dumb, panicky dangerous animals." Agent K. Oh my what he would think of people had he known about what the internet would become.....

I think this is way to much compensation for people playing poorly. If you can't play the card why keep it? And if you can't play the card because someone raised the global parameter.. Play better. There aren't that many of them.

I think he means the printed cost of the card in the top left corner. The problem with this is that the player only buys the card for 3 megacredits, so selling for 1 (aka the normal rules) seems like a good rule to me. Maybe sell for 2 if it becomes obsolete?

Selling for even half of the printed cost would definitely break the economy. I'd buy every 20+ card I saw just to sell it for a profit with no intention of ever playing it. Even limiting to once per round does not help, it just means I won't do it for every card over 5Mc.

"A person is smart. People are dumb, panicky dangerous animals." Agent K. Oh my what he would think of people had he known about what the internet would become.....

Born-of-Ashes wrote:

Selling for even half of the printed cost would definitely break the economy. I'd buy every 20+ card I saw just to sell it for a profit with no intention of ever playing it. Even limiting to once per round does not help, it just means I won't do it for every card over 5Mc.

It's not that severe. There are not many cards with a "MAX:<parameter" on them which is all he is talking about.

Selling for even half of the printed cost would definitely break the economy. I'd buy every 20+ card I saw just to sell it for a profit with no intention of ever playing it. Even limiting to once per round does not help, it just means I won't do it for every card over 5Mc.

It's not that severe. There are not many cards with a "MAX:<parameter" on them which is all he is talking about.

We usually play with the draft variant, though we are thinking about houseruling the Sell Patents Standard Project.

The problem here is that most of the time, drawing a "useless" card is irrelevant, as you just don't buy it (you aren't going to spend 3 bucks for a card that you don't want just so you can patent it away for a buck). And a lot of the time "useless" cards are actually worth holding on to anyway, as they'll become useful later. Once and a while, you'll have a useful card that becomes useless, 'cause you missed your opportunity to play it (in which case, you should have been paying better attention).

Yeah, once and a while, you'll draw into a completely useless, unplayable card by virtue of a free draw (placement bonus or AI Complex or something), and, well, it is still worth a buck.

This all seems good enough and works fine already. Unclear on why this variant would be helpful.

It is worth mentioning that cards with MAX requirements are well cheaper than they would be should there be no condition. If you fail to play it even though they are cheap, it is entirely your fault, so you should not receive any extra compensation.Here is my example: Oxygen is at 5%, I am not in possesion of the first player token and I draft and keep Colonizer Training Camp, which is worth 2 VP and displays a Jovian tag, but has MAX 5% in its condition. In this case, keeping this card is pure gamble, especially when players playing before me have some plants. It might well happen that they increase oxygen level, so the card becomes useless. Why I should receive extra money for my gambling when selling the card?